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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
The Meathook Massacre
1 month ago
Looks like a good start to some rakdos burn stuff, I would maybe focus the deck a little more on blood artist type effects of you're going for sack and recursion, or more on the side of direct damage if that's more the game plan you'd prefer.
For the sack and drain meta, things like Syr Konrad, the Grim or Blood Artist obviously, are a good start if you wanna keep it budget and don't wanna sink too much in just yet. Others like Bloodchief Ascension and The Meathook Massacre are there if you wanna go all in.
Alternatively you can obviously go for direct burn with your red spells, or things like Blasphemous Act + Brash Taunter with Wound Reflection or Furnace of Rath can go well with going the more up front route.
I went for the more janky sack with blood artist and drain effects, which you're welcome to check out for ideas here Disco Infernum
2 months ago
I completely forgot about The Meathook Massacre - thank you for reminding me of this card's existence!
I personally really don't like cards like Privileged Position or Asceticism. Usually their CMC is high compared to what I want to pay for that effect. I am aware they interfere, but I've ran Lightning Greaves in my Sythis, Harvest's Hand deck with Collector Ouphe/Null Rod/Sterling Grove/Greater Auramancy without issues. If I do end up doing anything with them, I'd probably just end up replacing Swiftfoot Boots with something cheap CMC-wise.
Thank you for the comment!
2 months ago
If you're set on Null Rod, I might consider replacing Lightning Greaves +Swiftfoot Boots with some additional non-artifact-based commander protection like Privileged Position. Also keep in mind, Sterling Grove and such already do affect your commander, making it impossible to attach equipment. Basically, you've got a lot of cards that interfere with the equipment, so I'd go ahead and take 'em out.
2 months ago
Unfortunately, to up the power level, some of the things I will recommend might be pricey (cost-wise), but I'm already seeing some places to improve.
- Entomb and Buried Alive are good options to get your things into your graveyard that you can later reanimate with Scarab God. Alternately, Filth and Wonder are good things to put into the grave that give you added bonuses. (If you go the Filth route, Urborg, Tomb of Yawgmoth is super-valuable.)
- For mana rocks, Thran Dynamo, Gilded Lotus, and Chromatic Lantern are all very handy and budget-friendly. If you have them, of course there's also Mana Vault, Mana Crypt, and Chrome Mox, but don't just get them for this deck. (I happen to have opened them, so they move around between decks a lot.)
- The ultimate zombie enabler, to me, is Field of the Dead. You would need to likely swap some basics for snow-covered basics to make it work more, but the condition (7 lands with different names) is incredibly easy to meet. You can also go the route of some fetching (Terramorphic Expanse and Evolving Wilds, Fabled Passage, Polluted Delta, Prismatic Vista...). Watery Grave is also highly advised, along with Contaminated Aquifer, Ice Tunnel, Underground River, and Drowned Catacomb. Port of Karfell might also be worth considering.
- The best mill payoff from your opponents is Rise of the Dark Realms. Alternately, Reanimate, Animate Dead, and Extract from Darkness are great for bonus reanimation. Junji, the Midnight Sky is another possible option. Desertion and Aethersnatch are also good to take your opponents' things before they knew what hit them.
- More tutoring. Expedition Map will help for lands; Vampiric Tutor, Demonic Tutor, and Diabolic Intent are good in general; Lim-Dul's Vault is, I find, underappreciated and very handy. Fact or Fiction is also handy to get through your deck and get fun things into the graveyard (or make your opponents wonder what's happening).
- The Meathook Massacre, Damnation, and Cyclonic Rift are extremely handy for removal. The first is also a bonus payoff if your zombies die in the process! Yawgmoth, Thran Physician is also super-useful when it comes to removal, turning your zombies into both extra cards and weakening your opponents' creatures.
- High-cost things: Force of Will, Force of Negation, Mana Drain, and Commandeer are useful for control and making sure things don't stick and Memory Jar for filling up graveyards.
2 months ago
Ooh, wheel punishment fun. Here are some thoughts of varying budget levels:
- Memory Jar is a great wheel effect, and comboing with Sheoldred means 14 damage right off the bat. You could also think about Teferi's Puzzle Box, cheaper-price wise and is effectively a wheel every turn. (I use this to great effect in my Nekusar, the Mindrazer EDH.)
- Wound Reflection and/or Archfiend of Despair will multiply damage and life loss, and not just from Sheoldred. (Use them both for extra fun!)
- In terms of board wipes, The Meathook Massacre, Toxic Deluge, Damnation, and Oblivion Stone are all within color and all very brutal. Living Death is a bit of a strange boardwipe, but can be quite handy. Murderous Rider is also good for pinpoint removal with an upside., and Aether Snap might also be useful depending on your playgroup.
- Tutors are good things to get your stuff, but many that I would recommend (Demonic Tutor, Vampiric Tutor, and Imperial Seal) are price-wise quite high. Diabolic Intent and Grim Tutor, however, are much less expensive, though, and recently reprinted, so maybe worth a thought.
- If reanimating is a thing you want to do, The Cauldron of Eternity is maybe worth a thought.
- Field of Ruin and Demolition Field are good pinpoint land removal tools that don't really cost you anything. (Because there are some lands that need to die.) You could also use Fabled Passage, Prismatic Vista, Evolving Wilds, and Terramorphic Expanse as other land fetches to also load up your graveyard for whatever shenanigans you plan (and for deck thinning).
- Snugglemuffin–er, Phyrexian Obliterator is great in any mono-black deck. Not only is it cute and adorable, but it's very hard to deal with.
- If you can have a reliable source of sacrificial victims (eg. Reassembling Skeleton or Bloodghast, for instance), Contamination is maybe worth a thought. Your opponents will "love" you forever when their lands only tap for one black mana at a time.
2 months ago
- Opposition Agent is a possibly and suitably oppressive card, particularly with tutoring and fetching running rampant. Great fun.
- Raffine's Tower is a fetchable tri-land, which is great early game for color correction.
- Imperial Seal has been reprinted, so it's an extra cheap tutor that might be handy.
- Counterbalance can be delightfully obnoxious, and while it's combo potential with Sensei's Divining Top, you do have Soothsaying as an alternate option. It's countermagic, but it's exceptionally repeatable. Also, in terms of countermagic- and control-like things, I'd say to go for things with benefits, like Commandeer, Desertion, Vindicate (which I say is a must in those colors), Anguished Unmaking, Cyclonic Rift, Sunder, The Meathook Massacre...
- Dream Trawler might be pricey, but it's also very obnoxious to face. You could also think, in terms of creatures and creature-generation, about Sigil of the Empty Throne, Heliod, the Radiant Dawn Flip, Field of the Dead...
- Felidar Sovereign is another alternate win with fewer life required than the Test of Endurance, though Aetherflux Reservoir can be another fun way to ensure your life shoots sky-high and gives you ammo to destroy things. I'm also partial to Kokusho, the Evening Star in any black deck.
- A fun (but slow) way to swipe creatures is Athreos, Shroud-Veiled. Great fun, and it's fairly hard for opponents to deal with if it's not a creature.
3 months ago
I know you said you didn't want this deck to be any more mean than it already is, but I feel like you're sleeping HARD on The Meathook Massacre. Makes both your opponent's creatures and your own tiny slugs into cannon fodder for your deck? Yes please! Could probably replace Eternal Thirst, since the lifegain off Massacre is pretty deece on its own.
Another suggestion I might add is some protection for Toxrill. Toxrill is NOT a threat to be taken lightly, so strong countermagic and shroud effects might be worth looking into. Defensive countermagic like Dispel, Miscast, etc. might be a good fit since this isn't a control deck, it just wants to protect its wincon.
4 months ago
Ghen, Arcanum Weaver could do some interesting things with it. You could sac it after the boardwipe to get a different enchantment, or if you want the draining effect you can sac a throwaway enchantment to get it back into play.